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#1 |
Dungeon Master
![]() Join Date: August 13, 2001
Location: Perth, WA, Australia
Posts: 56
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Hi everyone
I have been looking through the script code for spells and I noticed that DC is lacking in 'spell status' variables. The variables that I would propose to be added would be the following; 10=poisoned 11=hasted 12=slowed 13=feebleminded 14=blinded 15=diseased 16=disintegrated 17=charmed 18=cursed I was wondering whether it would be best to put them under the 'Status Values' or to create another set of variables entitle 'Spell Status Values' and start the numbers from 1 to n.... and allowing for more to be added in as needed. Also, looking at the possible script coding has made me wonder whether some of the spells from the original Gold Box games will be able to be made up as well as I think the scripting will not allow for the way some of the spells work in the Gold box games. I don't want to turn anyone off trying to code the new spells into DC but I thought that it would be a good idea to test the Gold box game spells out and see how they work and under what conditions (a long process no doubt) and then try to duplicate that same spell in DC. As I am not an expert with the scripting and spells areas other people may have different opinions on this matter. Cheers Warlock |
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#2 | |
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#3 |
Zhentarim Guard
![]() Join Date: March 15, 2001
Location: Melbourne, FL, USA
Posts: 375
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Initially I was hoping to avoid special cases with the magic code. Things like
if char is blind else if char is poisoned else blah, blah I agree that the current spell scripting doesn't cover everything. I was hoping someone would do as you suggest and try converting the UA Gold Box spells, then let me know which ones can't be done. The spell code will be updated quite a bit as we figure out what it can't do. ------------------ CocoaSpud Dungeon Craft Development Team http://uaf.sourceforge.net |
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